This is the profiles topic for City of Legends. Post your profiles here and wait for them to be approved, either by myself or my trusty staffer Falcon Lord. Once they have been approved, dive into the game and start making your own legends.

Character Profile and Information:

Characters in this game can be any being living in Metru Nui. This includes many MU species, especially within the Dark Hunters’ ranks. There are no Makuta.

To create a character, fill out this character profile and submit it for approval. This layout is only a suggestion, so feel free to change the format if you wish.

Name: Make it BIONICLE-sounding.

Gender: Male, Female, unknown, neither, somewhere in between.

Species: Something from the MU, or create your own custom species.

Faction: Mangai Nui / Dark Hunters / Other?

Element: If applicable to the character’s species.

Kanohi: If applicable to the character’s species. Custom masks are OK if approved by the GM.

Other Powers: If applicable to the character’s species.

Appearance: What do they look like? A MoC, drawing or description will do.Equipment: What do they have with them?Biography: About their life.Personality: What are they like? How do they act?

Skills/Strengths: What are they good at?Weaknesses: What are they bad at? What hurts them?

Character Limit

There is no limit on how many characters a player may control at a time.

Powers:

As with any RPG, there are some canon powers that cannot be used. These include:

The legendary masks, for obvious reasons.

The olmak, avohkii, krahkan, olisi and mask of elemental energy, all of which are unique. There are none of these masks in existence other than the ones shown in the canon story.

The elements of light and shadow (though some light or shadow-based powers may be allowed in custom species).

The mohtrek, because insta-armies are annoying.

The mask of undeath, because unkillable zombies are no fun.

The komau (great mask of bunnying), the sanok (great mask of auto-hitting) and the mask of clairvoyance (great mask of meta-gaming) are all off-limits. While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn't be used within good RPing etiquette.

The mask of conjuring, because it is ridiculously overpowered.

Canon Characters

Some canon characters are available for use as PCs, both Toa Mangai and Dark Hunters. Players wishing to play as these characters should PM a profile to the GM. If there is competition for a character, the GM will award the character to the player who submitted the profile he liked best. The GM’s decision is final.The following characters are up for grabs, if anyone wants them.

Mangai Nui:

Nidhiki, four unknown Toa of ice, three unknown Toa (At least one of the unknown Toa wore a kakama)

In the days before the war, it was rare for Ta-Matoran mask makers to craft great kanohi, since there were very few Toa who had need of them. Matoran masks were cheaper to make, since they used lower-powered disks, and so were produced in much higher volumes. The forging of great masks was considered a show of great skill for a mask-maker, but had little practical value, and so was rarely done.Now, with over a hundred Toa in the city, all of them using masks against the Dark Hunters, the trend has reversed. Great masks are being produced as quickly as possible to aid the Toa. For this reason, it is acceptable for a PC to have two great kanohi, rather than the customary one.The conditions for this are as follows:

a) The character with an extra mask must be a Toa

b) The character with an extra mask must be part of the Mangai Nui, and have been for some time.

c) The character will have had their second mask for only a short time, and so may not have completely mastered its power(s) as yet.

Technology

Concerning the level of technology present in the game, players should go with what we saw in Metru Nui in the 04-05 arc. Kanoka disks, moto-sleds, rhotuka launchers and memory crystals are all fair game. Xian standard weaponry is cool for DHs and some Toa, depending on which part of the universe they came from. Toa who lived on Xia or Nynrah before going to defend Metru Nui will have better tech than Toa from the back-blocks of the Tren Krom Peninsula.

Staff Characters

Name: Lhikan

Gender:Male

Species:Toa

Faction:Mangai Nui

Element: Fire

Kanohi:Hau (primary), suletu (secondary).

Other Powers: N/A

Appearance:See the banner above.Equipment:Lhikan carries two fire greatswords, which can be joined together to form a hoverboard/shield.

Biography:Around 16,500 BGC, Lhikan was a simple craftsman who at one point was rescued from danger by a Toa of fire named Dume. Dume later had a hand in Lhikan's transformation into a Toa.Lhikan became a Toa about 6,005 BGC and originally guarded the Makoki Stone in the Toa fortress along with many other Toa. Following a raid by Vezok and Hakann who tried to steal the stone, the fortress was attacked by Frostelus. Lhikan was ordered by his team leader to abandon his post so there would be a survivor to tell what had happened. Being a novice Toa, he agreed, and became the lone survivor. Ordered to retrieve the Makoki Stone before escaping, Lhikan found that the stone was already gone, stolen by Vezok. Following the crisis, he vowed he would never run from anything again.

Lhikan eventually went to Metru Nui with ten other Toa to fight off the kanohi dragon. After a month long battle, the kanohi dragon was defeated. The Toa Mangai decided to transport the rahi to Xia, delivering it to Roodaka when they arrived. The eleven Toa then decided to stay in Metru Nui and protect the city.

After the kanohi dragon's defeat, (around 2,500 BGC) the other Toa left on various missions, leaving only Lhikan and two other Toa on Metru Nui: Toa Nidhiki and Toa Tuyet. Several Matoran corpses were found with tablets reading "Toa Tuyet". Tuyet revealed that she had once been in possession of a powerful artifact, the Nui Stone, sought by the Dark Hunters. Tuyet's home island had been threatened by the Dark Hunters, and Lhikan and Nidhiki realized the deaths were a Dark Hunter countdown. Lhikan and Nidhiki combated several Dark Hunters, and Lhikan took on Triglax and Gladiator. After they defeated the Hunters, another Matoran was found dead, proving that the Dark Hunters were not behind the killings. Lhikan then confronted Tuyet, and forced her to admit she had the Nui Stone. The two fought, and Nidhiki showed up to defeat Tuyet, who was using the Nui Stone. Lhikan and Nidhiki froze and battered down the water flow that Tuyet was standing on, high in the air. She lost her grip on the stone, and Lhikan moved to catch her. Nidhiki tried to catch the stone, but a blast of fire from Lhikan destroyed it. Tuyet later disappeared from her prison in the Coliseum, secretly taken away by beings unknown. The Dark Hunters eventually declared full scale war on Metru Nui, and Lhikan commanded an army of 100 Toa to combat them.

Personality:Lhikan is known for his patience, dealing with all matters carefully and to a high standard. He very seldom becomes frustrated. His caution has been remarked upon by Nidhiki, reminding him of how Lhikan once thought that damage to the tops of knowledge towers meant the return of the kanohi dragon. He also assigned several of his Toa to guard Turaga Dume during the Toa/Dark Hunter war instead of attacking the Dark Hunters directly. Lhikan does not shy from danger, a trait stemming from his abandoning of the fortress he originally guarded; he also dislikes speaking of this past.Lhikan is known for his protective and amiable attitude towards the Matoran of Metru Nui. When he was not protecting the City of Legends from evil, he could be found settling disputes and listening to the problems of the Matoran. Even now, with an army to command, he still makes time for almost anyone who asks his help. Some think this is unhealthy, and that he needs to think of himself sometimes, but he continues nonetheless.

Skills/Strengths:Lhikan has gained exceptional control over his powers, being able to wield both his element and mask with incredible precision and strength. He is also skilled with his weapons, being worth six toa in battle, according to Nidhiki, his fellow Toa Mangai. His resolve to protect the city of Metru Nui and its heart are unwavering.

Weaknesses:As a Toa of fire, Lhikan is vulnerable to cold and wet, though he can withstand high temperatures easily. During the war, he is working himself very hard, some might say too hard, and getting very little time for rest and recovery. His past is a touchy issue for Lhikan, and though he has vowed to never run from anything again, it is clear that he still has unresolved issues.

Name: Dume

Gender:Male

Species:Turaga

Faction:Mangai Nui

Element:Fire

Kanohi: Kiril

Other Powers:N/A

Appearance:PictureEquipment: Dume's badge of office is a short staff topped with an oddly-shaped blue jewel. Any functionalities beyond symbolising his status as a Turaga elder are unknown.

Biography:Very little is known of Dume's life as a Matoran. At some point in the past, he became a Toa, and led a team. Dume was a Toa for thousands of years, during which he primarily fought against rahi and the Dark Hunters. Over 16,000 BGC, he saved the life of a Ta-Matoran crafter named Lhikan, and later had a hand in his transformation into a Toa. Some time within the next two thousand years, Dume became a Turaga and was appointed the Turaga of Metru Nui.

In the year 3,000 BGC, Dume's rule was threatened by Dark Hunters. Three of their number, Avak, Reidak, and Vezok, released the kanohi dragon from its icy prison underneath Metru Nui. The beast wreaked havoc on the city for several hours, causing massive damage to the city, as well as incapacitating hundreds of Vahki units. After several hours of the rampage, Dume grew desperate, and sent a dozen Vahki to request assistance. The Turaga was cornered in his chambers by the three Hunters that released the Dragon, offering their protection. Dume refused them immediately, demanding that they exit his chambers. The Hunters threatened him, but stopped short of carrying out any such method of punishment by the arrival of Toa Lhikan, Toa Nidhiki, and the other Toa Mangai. The Toa convinced the Hunters to leave, and then defeated the Kanohi Dragon over the course of the next month. After a long debate, the Toa eventually transported the Rahi to Xia, promising Dume that they would return.

Over the course of the next thousand years, Dume dutifully defended his city against the invading forces of Dark Hunters. At some point, Thok tried to kidnap him, but the attempt failed, and an enraged Shadowed One declared war. As the fighting broke out, Dume was forced to hole up in the Coliseum, for fear of his life. It had seemed like a lost cause until Toa Naho managed to slip through the Dark Hunter ranks and retrieve help. Reinforcements of nearly a hundred Toa arrived, and the war escalated. Dume, however, was still forced to remain in the Coliseum, surrounded by a guard team at all times.

Personality:Dume is known to be stubborn and fiercely argumentative for what he sees as the best way to do things (and no, that does not include having Dark hunters in his city, thank you very much!) As leader of Metru Nui, he generally remains distant and authoritative when dealing with the population. He lets Lhikan and a few others get close to him and even give advice, but is usually happy to keep his own council. At war with the Dark Hunters, he acts as the brain behind the operation of the entire Mangai Nui. Matters of logistics, tactics and security are all kept running smoothly under his careful eye and sharp mind.

Skills/Strengths:Dume's greatest asset is his formidable mind, closely followed by his sharp tongue. He has a quick wit and excellent reasoning ability, backed up with an unrivalled knowledge of politics. With these tools, he has kept the city of Metru Nui peaceful and prosperous for many millennia, and fully intends to continue doing so.

Weaknesses:Being a Turaga, Dume lacks the physical strength and magical power of many other species. Because of this and his importance to Metru Nui, he is kept under 24 hour guard in the coliseum. At times, he grows frustrated with this confinement, but is forced to admit its necessity.

Name: Ancient

Gender:Male

Species:Ancient's/The Shadowed One's Species

Faction:Dark Hunters / Order of Mata Nui

Element:N/A

Kanohi:N/A

Other Powers:Ancient's rhotuka rob a target of all physical coordination. He also possesses power-negating eyebeams, which prevent the target from using any elements, kanohi, rhotuka or other magical abilities for a limited time (around 10 minutes).

Appearance:PictureEquipment:Ancient carries a rapid-fire rhotuka launcher, and his claws are capable of piercing most armour. He wears boots containing levitation kanoka, which are activated by stomping on the ground. His whole body is covered in thick, protosteel armour that is immune to most physical attacks.

Biography:A native to the Shadowed One's homeland, Ancient rebelled against the harsh rules of that island and created a new life for himself. Ancient started a business, hiring himself out to others and doing the work they were not willing to. He changed the land into a place of corruption ruled by warlords. Ancient's loyalty could only be bought; he was more than happy to switch sides if a better offer was made.

At the end of a civil war, Ancient and the Shadowed One met and the idea for the Dark Hunters was born. Journeying together, the two discovered the island of Odina, where they seeded the base of their new organization. Soon after this, he was paid by the Order of Mata Nui to join them, and assigned as a spy in the Dark Hunters.

tablet from them, and recruited both Skakdi into the Dark Hunters.Now, Ancient, along with Lariska, has been sent by The Shadowed One to wage war on Metru Nui. The conquest was proceeding very well until a hundred Toa reinvaded in the Dark Hunters' wake, and brought progress to a painful crawl. Ancient hopes are high, however, now that he has discovered a record in the archives detailing the fall of Toa Mangai Tuyet. He hopes to use the information he discovered to win the war quickly and cleanly.

Personality:Ancient cares solely for his payments, and would still betray the Dark Hunters after 70,000 years if he thought it would benefit him. The same applies to the Order of Mata Nui, though pay continues to be good on both fronts. As such, he is a ruthless hunter, and is unaccustomed to having anybody stand in his way (at least, not for long).

Skills/Strengths:Ancient has excellent combat skills, and can use a wide variety of weapons, should the situation demand it. Like all members and servants of the Order, his mind is shielded from attack and intrusion. He is a master at the game of cross and double-cross, as demonstrated by his single-handed destruction of civilisation on his home island.

Weaknesses:Ancient's immense size and strength do come with a drawback: he presents a rather large target to his enemies, even if the window of opportunity to hit it is small.

Name: IraliaGender:FemaleSpecies:ToaFaction:Mangai NuiElement:PlasmaKanohi:Mask of AdaptionAppearance:Unlike the majority of Toa of Plasma, Iralia's armor is colored black and orange, the orange being more prevalent in the armor. She has a slim but muscular figure. Her mask is a very interesting sight, however. Unlike it's normal shape, her Mask of Adaption is shaped like Calix. Her mask grants her a slight degree of shapeshifting, so her body does change under the circumstances it is under i.e. being underwater would grant her gills and flippers.

Equipment:Iralia carries a spear with her at all times. It has very ornamental staff, but the spearpoint itself is still sharp and a regular weapon. From just before the spear point, there are two chains of beads hanging. These are symbolical memories for two of her former Toa team members who died in the past.

Biography:Iralia is from a village in the center of the Southern Continent, where she lived with her Toa Team, the Matoran she protected and her Turaga. Two Toa of her team died when the village was attacked by a small group of Dark Hunters- the Hunters were repelled afterwards.Iralia then became the deputy of her team, and protected it for many more years. When her Turaga heard of what was going on in Metru Nui, Iralia was sent to help the Toa. She was the second strongest, and the strongest had to protect the village.

Personality:Iralia is normally a very friendly and sociable person. She is very honorable, always giving an opponent a chance to fight or flee. She would never attack an unarmed fighter, unless she had been responsible for the disarming in a fight she cause.However, once she begins a hunt, she gains a single-minded fixation on completing it. She will not talk to anyone of any matter but the hunt, and focus solely on clues from around her. Skills/Strengths:Iralia is a very skilled hunter and detective. She can pick up a trail for even the slightest clues, and can pursue faster with her Mask of Adaption. She has trained for many years as a hunter, always pushing her limits to see how good she really is.

Weaknesses: If the environment is changed fast enough, she will be unable to transform. She has small stores of Elemental Energy for a Toa, and can run out quickly.

Name: VezokGender:MaleSpecies:SkakdiFaction:Dark HuntersElement: WaterAppearance: Vezok is a slender Skakdi. His chest piece is a light silver in coloration, and his limbs are of a darker blue. His grin is more of a grimace. Below his mouth there is a small 'beard' of several raised dots. Equipment: Vezok has one main weapon, which is his trusty Water Harpoon. He can use the water harpoon as a jet to propel himself through water, and fire it as a long ranged weapon and as a grappling hook. In addition, he can fire small blasts of water from it. He wants to upgrade the weapon in the future, and has ideas for giving it a saw attachment.Biography: Vezok used to live on the island of Zakaz for a long time. He was always a thief, and a rather good pickpocket. When Spiriah mutated the Skakdi, Vezok's third power reflected this, allowing him to steal powers.

Eventually he met Hakann, another Skakdi and aspiring thief. Together, they left the island, and traveled to an island not too far from Zakaz. Rumors circulated that what was inside was guarded by a team of Toa- what they were guarding was never mentioned, but one Toa is powerful enough on their own. Six would mean the object was very valuable.

Vezok used Hakann as a distraction, and then stole the guarded object from the Toa. The Makoki Stone. The stone contained valuable information on the Brotherhood of Makuta, and Vezok knew he could get lots from them for it.

But as he tried to leave, he was stopped by a strange figure who captured the Skakdi and brought him to Odina. Vezok was inducted into the Dark Hunters, and was considered to be a more potent Hunter.

When the Shadowed One conspired to create a base in Metru Nui, he sent Vezok, Reidak and Avak to Metru Nui to unleash a Kanohi Dragon. While they succeeded in doing so, the entire plan was not, as Dume did not accept the Shadowed One's offer to defeat the dragon.Personality: Vezok is very calm and collected all of the time. He is extremely intelligent, and is an excellent tactician. He is very slightly paranoiac, but he represses these illogical fears most of the time. Skills/Strengths:Vezok's vision power is the impact vision, which inflicts large amounts of force on whatever it hits. His element is Water, but he must team with another Skakdi to use it in any wy other than his weapon. His third power is the ability to temporarily take powers near him and copy them.

He is a master tactician, and is very brilliant. He is one of the smartest Dark Hunters. In addition, he is rather quick agile for a Skakdi.Weaknesses: Vezok is very cocky of his power, will overestimate his own ability. He is not typically very skilled with the powers he absorbs, as he has no practice with them. If he lost his weapon, he would lose his access to his element.

Equipment:Twin staffs of fear and rahi control. These can fire short telekinetic bursts. If either of these staffs is lost, his control of the corresponding power drops dramatically.

Biography:Karorahk was created in the time that several Dark Hunter operatives were on Metru Nui to steal the Nui Stone from Tuyet. After they were defeated by Lhikan and Nidiki, they retreated into the archives to hide before returning to Odina. Here, they were attacked by a pair of wild Rahkshi (fear and rahi-control). The second rahkshi summoned a muaka to attack the Hunters. In the resulting battle, one of the Hunters fired a disintegration beam at the tiger, but it missed and hit a display of a mask of fusion. The mask’s energies were released by the blast, fusing the two Rahkshi and Muaka into one being. The resulting fusion was defeated and returned to Odina, where it was recruited to the Dark Hunters.

Appearance:This. Karorahk turned out more Rahkshi than Muaka, so it is made of living metal armour, with no organic parts. This armour is very thick and strong, able to resist many blows without crumbling. Nobody knows if there is anything like a kraata inside because nobody has ever opened it up.

Personality:Karorahk is single-minded in his hatred of Toa, or most things really, but toa especially. It has inherited the Rahkshi’s destructiveness, and this has been put to good use by the Dark Hunters. As a result of the merger, it has gained increased intelligence, putting it on par with most Matoran. It often uses this new-found brainpower along with its fear powers to manipulate other beings to conform to its wishes. Probably as a result of its Muaka heritage, Karorahk greatly dislikes Kane-Ra, and will go out of his way to kill them whenever possible. As an extension of this, there is constsnt tension between him and another Dark Hunter, Charger.

Skills/Strengths:Like its constituent beings, Karorahk is very strong and enduring. While not very fast, this Dark Hunter makes up for it in other areas.

Weaknesses: Having an entirely metal body makes Karorahk vulnerable to iron users, as well as acids and rust. His strength and size come that the cost of mobility.

Name: Hatann (Codename The Jaga)Gender: MaleSpecies: SkakdiFaction: Dark HuntersElement: GravityKanohi: N/AOther Powers: As is normal for a Skakdi, Hatann has three powers. In addition to the elemental power of gravity (which can only be used when working with another Skakdi or when channelled through a special weapon), Hatann has laser vision, and a third power that is the same as the ability of the rahi known as Tunnelers. It allows him to transmute his body into anything he is touching.

Appearance:He almost completely black, with a few strokes of purple around his face and spine, which resemble Zaktan’s in shape. His eyes (and by extension, his eyebeams) are also purple. He bears a purple tattoo on each of his shoulders in the shape of a catapult scorpion, and indeed, the resemblance is strong, both physically and in temperament. He is heavily armoured and above average size for a Skakdi. He prides himself on his brute strength.

Equipment:

A large black mace with sliver spikes. It allows him to channel his elemental powers independently of another Skakdi.

A multi-shot zamor launcher which uses two types of spheres:

Darkness spheres, which, when fired, will cloak the area in a thick and impenetrable darkness. These can help with surprise attacks or a quick escape. These spheres are black.

Explosive spheres, which do pretty much what the name implies. He carries a variety of these so that he can match the size of the explosion to the occasion. They are purple.

The Launcher has been modified so that the zamors do not have to be fired in the order they were loaded. A small switch next to the trigger determines which of the two types will be fired.

Hatann keeps a bottle of water, a few rocks, a small vial of acid, a box of matches, a lightstone, a small knife and some rope on him wherever he goes. As a Dark Hunter, he often needed to use whatever he can find around him to solve problems, so it pays to keep a few bits and bobs close to hand. You never know when these things might come in handy.

A backpack to carry around all of the above.

For transport, Hatann rides a large black motorcycle designed along the lines of the Destral Cycle.

Biography:Hatann hails from the island of Zakaz, the home of the Skakdi. There, he wasn’t truly part of any of the warring tribes, though he had dealings with many. He was an infiltrator/killer for hire, though he would often turn on his employers if the intended victim was willing to pay more. Wherever he killed, he left a tablet bearing a silhouette of a catapult scorpion, a rahi he admired for their power, their cunning, their savagery and the fear they inspired, all traits he wishes to build in himself.Eventually, he got so good at his work that he attracted the attention of the Dark Hunters, and was recruited to the organisation around 35,000 BGC. While working for them, he was codenamed “The Jaga” after the scorpions that fascinated him, and specialised in retrieving well-guarded objects and beings.Since coming to Metru Nui, Hatann has been interested in the local population of catapult scorpions. He hopes to find a way to train them and send them against the toa.

Personality:Hatann is said to be as nasty as the catapult scorpion whose image he bears. He is brazenly selfish, delights in brutality, and will shoot at just about anything, so long as he can see a payoff in it. When he has nothing to do, he gets cranky(er), but as the vahki would say, ‘a busy Hatann is a happy Hatann’.His relations with the other Dark Hunters are somewhat tenuous – he is always wondering how he might benefit from their deaths.Skills/Strengths:Living for many thousands of years as a hitman on Zakaz and then later as a Dark Hunter, Hatann has served to sharpen Hatann’s mind and skills razor sharp. He’s strong, fast and cunning, being able to quickly form strategies and adapt to new situations. He is a master of his chosen weapons, be they magical or physical.

Weaknesses: As a Skakdi, Hatann can only use his elemental power when working with another Skakdi or channelling it through a special weapon. This means that if he were to lose his mace and be caught alone, he would lose the best part of his power. In spite of his physical prowess, he is vulnerable to mental attack.

Name: TuranoGender: MaleSpecies: ToaFaction: Mangai NuiElement: IronKanohi: Faxon (primary), Rode (secondary).Other Powers: Turano’s rhotuka create a field 10 bio across around whatever they hit. Within that field, everything happens in super slow-motion. Things outside the bubble move at normal speeds, but thing at the border, moving in and out of the bubble get the strange feeling of being in both slow-time and fast-time. It can be quite disorienting.

Appearance:Turano wears a shining suit of grey and copper coloured armour, which he is careful to keep in excellent condition. His main mask (the faxon) is in the shape of a kadin. His torso, hands, feet and upper limbs are a dark grey, while his mask and lower limbs are copper. He is stockier than most toa, with very broad shoulders. His thick armour has an abrasive surface like a shark’s skin. This gives him an excellent grip on objects and surfaces, as well as making it a little difficult to give him a hug.

Equipment: Turano can create a variety of metal weapons using his elemental power. His standard is a large protosteel sword and a rhotuka-launching shield.Turano has a pet water gafna named Ka, who he brought with him from the Southern Continent. She has been with him since the time when he was a Matoran, and serves as a constant reminder of his past life and his home on the Southern Continent.

Biography: For the first 20 millennia or so of his life, Turano lived with other Fe-matoran in a small riverside village on the Southern Continent. He worked as a rahi-tender, caring for the village’s heards. Then, in the year 78,100 BGC, Jovan lead his team through the Southern Continent to retrieve the mask of life. On their way to Mount Valmai, the team stopped one night in Turano’s village. When it was time for them to move on, Turano showed them a rahi trail that would serve as a shortcut to ease their trip north. In return the Toa healed one of his Gafna (Ka), who was ill.After he had claimed the Ignika and fulfilled his destiny, Jovan chose to give up his Toa Power and become the Turaga of Voya Nui. He remembered Turano, and chose him as one of the Matoran who would receive his energy and become Toa. Turano was transformed into a Toa of iron, and for the next 76,100 years he served as the protector of his village, as well as a few others that lay nearby and lacked their own Toa.When word reached him that Metru Nui was under threat from an army of Dark Hunters and that Toa were mustering to oppose them Turano decided to answer the call. His villages were peaceful, for the most part, and only had the occasional rahi trouble. He left the Matoran under the care of their Turaga and put a portion of his Toa Power into stones so that they could create a replacement in case he was unable to return. With these arrangement made, he boarded a boat and departed for the City of Legends.

Personality:Turano is friendly enough, though a little gruff at times. When the situation calls for it, however, he takes his Duty very seriously and becomes fiercely protective of his friends and the Matoran under his protection. When something threatens them, he can fight like a bear, though he can disregard his own safety in his zeal. The same goes for his gafna.Even as a Toa, he has retained his fondness for rahi. In Metru Nui, he has found many new (to him) and fascinating species. When his duties allow, he enjoys observing them. For this reason, he often volunteers for patrols that go through rahi-dense areas.

Skills/Strengths: As comes with his element, Turano has heightened strength and endurance. Having been a Toa for a very long time, he has had time to hone his skills, and as such, he has achieved a high level of control with both his element and his mask. He isn’t bad with his sword either. He has a good knowledge of rahi and their behaviours, particularly Southern Continent rahi.

Weaknesses: Turano’s protectiveness of both Matoran and rahi can be used against him. This makes Ka a strong liability when she tries to follow him everywhere. He follows the Toa Code, and so refuses to kill, even when it means taking a much more difficult option. Finally, since he is fairly new to Metru Nui, he has not yet been able to learn of all of its rahi and the powers they offer his mask. That is not to say that he has not made an effort to learn, but he is still far from done.

Appearance: Dekuna’s primary colour is light grey, with darker shades on his shoulders and legs. He is of average height and build, though his movements can sometimes make him appear taller than he is. All of his movements are quick, flowing, elegant and powerful, with no wasted energy. Both of his masks have a telescopic lens over the left eye.

Equipment:

Dekuna’s Toa Tools are a pair of blades similar to those used by Kopaka Nuva, in that they can be held together in one hand or used separately in two.

He also uses a kanoka launcher, and keeps a dozen disks with him wherever he goes. These disks are: two Ga-Metru disks of speed (levels 6 and eight), one Onu-Metru disk of speed (level 7), two Ga-Metru disks of freezing (levels 6 and eight), one Onu-Metru disk of freezing (level 7), one Ga-Metru disk of weakening (level 7), two Onu-Metru disks of weakening (levels 6 and eight), one Onu-Metru disk of remove poison (level 8), one Ga-Metru disk of regeneration (level 7) and one Onu-Metru disk of regeneration (level 6).

Several pairs of earplugs to protect his sensitive ears from the noises of battle or just life in Metru Nui in general. He will only remove them when he needs to hear something very faint and far away. He carries all the spares because it is better to be overprepared than underprepared, in his opinion. When he is wearing the earplugs, his hearing is still much more acute than most beings’, and covers a wider range, but only the loudest sounds will cause him pain.

He carries a small kit of medical equipment with him everywhere he goes, because, again, it is likely to be useful, and it is best to be prepared.

A small radio device he uses to relay messages back to the Coliseum and receive orders back. Like him, it is capable of picking up very faint sounds.

A lightstone, flare, heatstone, short length of rope, canteen of water and other survival equipment, just in case he needs it.

A light backpack, to carry all of the above items around in (save for the blades and kanoka launcher, which can be strapped across his back).

Biography: Dekuna became a Toa on the Trean Krom Peninsula sometime around 40,000 BGC. Some time later, he moved from there to Stelt and on to Xia, for reasons that he shared with no one else.Rather than tying himself to one place, Dekuna wanders the universe, protecting groups of Matoran where he thinks his aid is needed. No one has been able to work out why he does this, but it seems he has a strong aversion to staying with any one group of people for long.Now, that wandering has taken him To Metru Nui and war with the Dark Hunters, something he is happy to talk about, though his past exploits remain strictly off-limits.

Personality:Beings who have known Dekuna often say that he acts more like a toa of ice than of sound. He looks at life as logically as he can, and is prone to overanalysing situations. He seldom speaks, but when he does, he cuts straight to the point without beating around the bush. His speech is directed towards action, rather than pleasing people. If he thinks he knows the best course of action, he won’t hesitate to say so, even if it annoys others. He likes to be as prepared as possible for any situation he might reasonably find himself in, hence his rather large inventory.

Skills/Strengths:Dekuna has experience in fighting various opponents all across the universe in all sorts of different conditions. His best skill is with his blades, though he is clever and experienced with his powers as well. His hearing is good enough to pick out a whisper from kios away (this is lessened when wearing his earplugs).

Weaknesses: As a Toa of sonics, Dekuna is vulnerable to loud sounds, though the effect can be blunted when he is wearing his earplugs.

Appearance: Short and slender (ie, not buff or muscular), Majah's body, including her mask and eyes, are entirely Mata Blue with wavy silver highlights running up her chest and along her arms and legs. Her Volitak is traditionally shaped (ie, like Nuparu Mahri's but without the breathing apparatus).

Equipment: A fishing net and a harpoon (non projectile, but can be thrown) to channel elemental powers. Both adapted from her previous fishing tools and strengthened by the power of the Toa stone.

Biography: Majah grew up in a good sized village near the northeastern coast of the Northern Continent. Given that her species as a Ga Matoran made her more agreeable to the open ocean, she spent much of her life on a fishing vessel, making a living by supplying food for the village. Dragging a net through the water always revealed some moderately interesting objects, including one Toa Stone. When the village Turaga convinced her to keep the stone, it transformed her into a Toa.

But given the minimal threat from Rahi, Majah didn't have much protection to do, and continued to help feed her village. For years this was her life, until one day when messengers returned from a trading expedition to Metru Nui with news that war had broken out. Feeling that her duty as a Toa required her elsewhere, she reluctantly left the village and joined the Toa invasion force. She has since taken up residence along the Ga-Metru/Ta-Metru border and acts as a lookout for Matoran workers in the Protodermis factories.

Personality: Majah is quiet, and prefers to be alone than surrounded by people, and its this tendency that prevents her from bonding well with other Toa on the island. She also tends towards non violence, but will make an effort to engage a foe if lives are at risk. She is responsible, and always willing to lend a hand to those who need it.

Skills/Strengths: Having only ever been around Matoran, Majah feels most comfortable around them and gets along well them. Her years on a boat have made her great with a harpoon, as well as incredibly resourceful when it comes to dealing with problems that require on the spot repairs. Moderately good healer.

Weaknesses: Aside from a few occasional Rahi encounters, Majah has very little combat experience and doesn't know how to work in a team. She doesn't take orders very well, and in fact would rather argue with superiors if she thinks their methods are bad. Her tendency to wander by herself puts her at risk for assault by Dark Hunters, though she usually stays away from completely abandoned areas.

Other: Her goal, if she makes it out of the war alive, is to return home, put her power into a Toa Stone, and hide it for a future Matoran to discover.

Approved via PM.Name: GaloliGender:FemaleSpecies:ToaFaction:Mangai NuiElement:WaterKanohi:Great Arthron, secondary IdenOther Powers:N/AAppearance:Galoli is a slight, slim Toa with armor in varying shades of blue, lighter on the inside with large plates, gauntlets, and boots of armor being darker. Her arms and legs have slight protrusions on them to make her faster in the water, and all is decorated with square lines and indentations. Her main mask is much the same, looking like a typical Kanohi Arthron, but differs from Jaller's in that it has no breathing tubes, just being an almost shield-looking lower piece. The upper half is simply feminized and slimmer than Jaller's, and looks somewhat kinder overall.

Equipment: Galoli carries a large pack filled with first-aid supplies with her at all times, and dual pistols that fire pressurized water bullets, holstered at her sides.

Biography:Galoli hails from one of the many villages dotting the Northern Continent, where she was the local healer for many years before becoming a Toa when the resident Toa, who had been apart of Jovan's Team, found a suitable Matoran and transformed Galoli. The new Toa continued to stay in her village, using her new powers to defend it, for quite some time until another Toa arrived and decided to settle there. This freed Galoli to go traveling, which she did and went among the islands healing and helping. She continued until Naho called the Toa to arms, and Galoli was on one of the first ships to Metru Nui. Having been apart of the Mangai Nui for quite some time now, Galoli is one of the foremost healers and has obtained a second mask for her efforts. She continues her work, sometimes as a combat medic, othertimes as a HQ doctor.

Personality:She's like the sleeping Toa Mata of Water in many ways, being kind and patient much like the water she embodies. However, she's also good at understanding people and talking to them to reinvigorate them and get them to feel better. Galoli's somewhat like a doctor of both the mind and the body, focused in healing people of anything to bring them to peak condition. She does need times to let herself go and just let it all out, helping people out of the dark pits in their lives can send you into one of your own, after all.Skills/Strengths:Galoli is best at two main things, being a healer and swimming. While she can fight, she's best at long-range or just healing others. Her elemental skills in regards to offensive abilities are average at best, but she's amazing at using her powers in healing, and can even channel other's powers to heal. Weaknesses:Galoli's horrible at hand-to-hand combat and just close combat in general, being a supportive person in battle. She can't speak to a crowd, much preferring one-on-one talks or small groups. Lastly, she's easily embarrassed.

Name: AvakGender:MaleSpecies:SkakdiFaction:Dark HuntersElement:StoneKanohi:N/AOther Powers:Avak has additional powers along with his conjunction-stone powers: The ability to create the perfect prison for any being, and X-ray/telescopic vision.Appearance:This, minus the Zamor Launcher.

Equipment: His Seismic Pickaxe, which can slice through anything and then reweld it, as well as fire energy blasts. He also currently has a variety of parts and pieces he's using to create new weaponry to fight the Toa.

Biography:Avak was once a normal Skakdi on Zakaz, until he was mutated with the rest into his new, grinning form, and he gained his powers. Avak used these newfound abilities to become a jailer, and he worked as such until he was forced into the Dark Hunters after imprisoning one. Avak went on various missions, including releasing the Kanohi Dragon from its slumber, which ultimately did not result in gaining a base. Now, as the war goes on, Avak has returned to Metru Nui to fight once more.

Personality:Avak, like most Skakdi, is despicable. One of his foremost qualities is simply the want, the need, to rebel. He doesn't want to be a leader, but at the same time he doesn't want to be told what to do. So, he rebels. He's also quite untrustworthy, willing to betray others at the drop of a dime, as long as it's not the Dark Hunters. He's rightfully afraid of what they'd do to him if he rebelled too much, alone. Lastly, he's somewhat overconfident, often gloating to enemies he's trapped.Skills/Strengths:Avak is a very creative Skakdi, with the skill to create what he imagines as well. Give him nearly anything and the tools to work with and he'll create a weapon of some kind. In turn with this he's good at figuring out other machines and rebuilding them to suit his own needs.

Weaknesses:Avak's hand-to-hand combat skills leave much to be desired, and if his concentration is broken while holding a prison he'll be stunned, both in that it happened and in mental backlash.

Name: Lariska, 'Last Dagger.'Gender: FemaleSpecies:KorumineFaction: Dark HuntersElement: N/AKanohi: N/AOther Powers: N/AAppearance: Lariska is a lithe, slim figure, actually only the height of perhaps a taller Toa, not the size of a Vortixx. She'd say that size would be too large, anyway, for her sort of work. She is clad in well kept blue-green armor that doesn't glint or shine, instead absorbing light and redirecting it around her. Two long toes on each foot allow for superior grip, and her hands are naturally attuned to finding any small niche or crack that she can grab into with small, pointed fingers. Her face could be considered beautiful in a tough, strong sense, and intelligent, piercing deep blue eyes stare out over a slim nose and mouth. Lariska has one 'braid' of hair trailing from the back of her head, with a metal bead on it used for attacks. Black leather belts and sheathes dot her figure, and the handles of knives are visible, if one is looking.

Equipment: Lariska has a number of different knives for different purposes, from the throwing knives to poisoned needles, throat-slitters and dueling daggers, and even one large hunting knife. She also carries small smoke grenades, just in case a quick get-away is needed.Biography:Long ago, in the time before time, there was an isle far beyond the reaches of the current civilizations of Stelt and Xia, where a race of seaweed-colored beings lived among the crags and sands of the island in relative peace with one another. They were not blessed with elemental abilities but just above-average physical fitness, but that was enough, since they had no need for such things. There was one who forever aspired to do more than just live, have meaning to life. She wanted excitement, and so did the most exciting job on the isle, fishing. The fish around this island were very aggressive and strong, and so only the most skilled brought them in. And this was her life, finding and killing the fish to feed her people, who didn't think to highly of her. The Korumine were a content people and so looked down on great aspirations. So it repeated, day after day, until one where a ship carrying two visitors came along. One was clad in gold and blue, the other silver, black, and yellow. She greeted them and they her, and with a little talking their true goals were revealed: These newcomers wanted the island for themselves. The fisher-woman agreed to help them, perhaps they could give her the chance for adventure and excitement that she wanted, and what did she owe to the rest of her race? When all was over, the yellow one, calling himself the Shadowed One, proclaimed this island Odina, the headquarters of the Dark Hunters. The fisherwoman, now one of the trusted three, was welcomed as one of the first of the hunters, along with the golden one, Ancient. Her name was Lariska, and she took the codename of 'Last Dagger', though as both of the others knew her original name it was seldom used. She went on the first missions, proving to be reliable in all that she did, whether kidnapping, assassination, or training and testing, as she did to many such as Hakann. And so, after years of working as a Dark Hunter, using her skills of stealth and assassination, Lariska stands upon her greatest task yet: To conquer Metru Nui for the Hunters.Personality: Lariska finds delight in the oddest things, smiling as she fights with a sort of dark humor, making strange comments before or after a battle, never during. She's also very devoted to those who she deems as worthy, and that list is currently quite small. A hardened killer, she doesn't bat an eye at killing those who oppose her, and it seems almost as it she can't hear if someone is begging for mercy, though other times she'll simply ask the victim 'Why?' The Korumine finds it hard to sit still, hating inactivity and practicing when she has nothing to do, just so she doesn't feel like she's just sitting around doing nothing. She's known to spontaneously break out in flips or other physical activity for this very reason. Skills/Strengths: Lariska is stealth. She's the best at what she does, use agility, speed, and shadow to take out opponents from behind or where they're looking the least. Her aim is impeccable, hitting Cliff Screechers from the bottom of canyons as they rest at the top 47 times out of 50 on average. The Korumine is strong physically in general, perhaps not in brute strength like Skakdi or Krekka, but in speed, dexterity, strength, and endurance overall. She's clever enough to be an able tactician and sneak in and out of heavily guarded fortresses, which speaks for itself. Weaknesses: Her main weaknesses are powers, as she has none and really no great counter for them if she's noticed before she can get a really good hit in. Lariska relies on her speed and stealth to counter Toa and other power-users.

[color=#000000;][font="helvetica, sans-serif;"]Other Powers: Monorahk can fly on his staff, plus he can move to another Rahkshi body if his Kraata is not destroyed. [/color][/font]

[color=#000000;][font="helvetica, sans-serif;"]Appearance:Monorahk has a black body and gold limbs, he is the standard height for a Rahkshi. [/color][/font][color=#000000;][font="helvetica, sans-serif;"]Equipment: Rahkshi StaffBiography:Monorahk was a Rahkshi for Makuta Tridax on Destral before he went rogue and joined the Dark Hunters. When his Kraata was in the first stage of development, it was accedientally placed in a Magnetism Armor suit, along with another Kraata. He killed and ate the other Kraata and finished evolving in that suit, although he wasn't able to operate it until stage 5. This gives him the ability to use both his Kraata power and his suit power. However if placed in a different powered suit, this ability would fade. He was sent to Metru Nui to organize the wild Rahkshi so as to cause a distraction for the Toa. Monorahk has a nickname. Toa Slayer. If you were to count how many Toa this Rahkshi killed for fun or in work, it would truely open your eyes as to how cruel this Hunter is. Personality: Monorahk is a Rahkshi, and all of the natural beastlyness and cruelty of one remain in him. However, as a sentient being he applies logic and reason to his actions. He hates being reminded of the fact that he came from a Makuta as he considers the Rahkshi to be a superior spieces. [/color][/font]

[color=#000000;][font="helvetica, sans-serif;"]Skills/Strengths: Monorahk prefers to be in a chaotic environment whether in a fight or on a mission. He is extremely skilled at using his powers to his advantage in a fight and his mentally quite clever at designing traps or tricks on opponents[/color][/font][color=#000000;][font="helvetica, sans-serif;"]Weaknesses: Monorahk hates light, whether from the sun or from a Toa or anything else, light makes him cringe. Also, Monorahk isn't very good at spying or remaining hidden. Also, Monorahk can barely say even the most baisc words of Matoran, however, he can understand most of it and read as well as write it.[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Other Powers: Can Fly on staff, infect masks with Kraata if touched.[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Appearance: A blue body with silver limbs. Is about the size of the Rahkshi in MoL[/color][/font][color=rgb(0,0,0);][font="helvetica, sans-serif;"]Equipment: Duorahk carries a Rahkshi StaffBiography: Due to the success with the accidental creation of a fused Kraata, the Makuta attempted to do the same twice more, however, the process was stopped when it was discovered that this fusion caused the Rahkshi created to lose their alligence to the Makuta. Duorahk and Triorahk were the only two created other than Monorahk.Personality: Duorahk is a Rahkshi, however, he has lost most of the beastlyness of one and has learned to speak Matoran fairly well. Duorahk though has kept all the cunning and fighting skill of one.[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Other Powers: Triorahk can fly on his staff if it is undamaged.[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Appearance: Magenta body and limbs.[/color][/font][color=rgb(0,0,0);][font="helvetica, sans-serif;"]Equipment: Rahkshi StaffBiography: Due to the success with the accidental creation of a fused Kraata, the Makuta attempted to do the same twice more, however, the process was stopped when it was discovered that this fusion caused the Rahkshi created to lose their alligence to the Makuta. Duorahk and Triorahk were the only two created other than Monorahk.[/color]Personality: Triorahk's only goal is to "free" the Rahkshi from the control of the Makuta. To do this, he believes that he must find some sort of light solution that will cause the Rahkshi to think and act outside of the Makuta's will. He currently works with the wild Rahkshi in Metru Nui.[/font]

Usually, A kraata's power must match the power of the rahkshi suit it is using. A kraata could inhabit a differnt type of rahkshi armour if it had no other option, I suppose, but it wouldn't be able to use the suit's powers and the suit wouldn't amplify the kraata's power in the same way a power-matched suit would.

That said, if you could come up with a story reason for why this rahkshi does have a mix, then I'd be happy to approve the character. The other option would be to have a standard rahkshi of either magnetism or density control.

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Kanohi:[/color][/font][color=rgb(0,0,0);][font="helvetica, sans-serif;"] Huna in the shape of a noble ruru and a great matatu[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Other Powers:[/color][/font] He has the ability to create "shields", they are small magnetic fields used to block things like bullets or swords. He also flies by manipulating magnetism and can pull metal to him or push it away.

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]The blue circle is his magnetic "shield".Equipment: He carries a dagger that also can be used to strengthen his powers over magnetism.Biography: In the days before he was recruited to Metru Nui, Baun defended a small village on the southern continent. The village was mostly safe except for the occasional rahi attacks. Most of his time was spent patrolling the borders of the village. After the attack on Metru Nui a matoran came to inform him of the danger that the city was facing. Baun joined the Mangai Nui once he arrived at Metru Nui and began to fight on the frontlines on the Onu-Metru border. He almost got killed multiple times and witnessed the slaying of many matoran and toa. After the initial battle Baun retreated to the city and began to stratigize and plan with the Mangai Nui. He now spends most of his time stratigizing, but is often deployed on missions from the leaders of the Mangai Nui.Personality: Baun prefers to settle things non-violently, but will always fight over letting others be hurt. He is very smart and hates ignorance or stupidity. He doesn't like brute force and prefers a stealthier approach to battles. He is zealously devoted to the protection of the innocent[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Skills/Strengths:[/color][/font] He is very skilled at blocking opponents blows and jabs with his "shields". He is also good at staying hidden from his enemies. When in battle Baun does high jumps by using his powers of magnetism and then stabs his opponents in the back.Weaknesses: Baun is arrogant and almost always considers himself smarter than others. He often times underestimates his opponents leading to innocent people being hurt. Baun hides a lot of times from other people and is not very social.

0

"EXTERMINATE"-Dalek #1 to #3458271

If you have a self MOC you would like me to build just PM me and I'll make it as long as I have the pieces.

[color=#000000;][font="helvetica, sans-serif;"]Appearance: A blue body with silver limbs. Is about the size of the Rahkshi in MoL[/color][/font][color=#000000;][font="helvetica, sans-serif;"]Equipment: Duorahk carries a Rahkshi StaffBiography: Due to the success with the accidental creation of a fused Kraata, the Makuta attempted to do the same twice more, however, the process was stopped when it was discovered that this fusion caused the Rahkshi created to lose their alligence to the Makuta. Duorahk and Triorahk were the only two created other than Monorahk.Personality: Duorahk is a Rahkshi, however, he has lost most of the beastlyness of one and has learned to speak Matoran fairly well. Duorahk though has kept all the cunning and fighting skill of one. [/color][/font]

[color=#000000;][font="helvetica, sans-serif;"]Other Powers: Triorahk can fly on his staff if it is undamaged. [/color][/font]

[color=#000000;][font="helvetica, sans-serif;"]Appearance: Magenta body and limbs.[/color][/font][color=#000000;][font="helvetica, sans-serif;"]Equipment: Rahkshi StaffBiography: [color=#000000;][font="helvetica, sans-serif;"]Due to the success with the accidental creation of a fused Kraata, the Makuta attempted to do the same twice more, however, the process was stopped when it was discovered that this fusion caused the Rahkshi created to lose their alligence to the Makuta. Duorahk and Triorahk were the only two created other than Monorahk.[/color][/color][/font][/font]Personality: Triorahk's only goal is to "free" the Rahkshi from the control of the Makuta. To do this, he believes that he must find some sort of light solution that will cause the Rahkshi to think and act outside of the Makuta's will. He currently works with the wild Rahkshi in Metru Nui.

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Other Powers:[/color][/font][color=rgb(0,0,0);][font="helvetica, sans-serif;"] can split into a cloud of protodites, laser vision[/color][/font]

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Appearance:[/color][/font][color=rgb(0,0,0);][font="helvetica, sans-serif;"] A gold and dark green humanoid with spikes on his head on arms.Equipment: 3 bladed scissorBiography:[/color][/font] Prior to joining the Dark Hunters, Zaktan was imprisoned as a slave in a Protodermis mine. The Shadowed One discovered him and saw a potential use for him as a recruit. He freed Zaktan and brought him back to the Dark Hunter base island of Odina to train him.Some time later, Zaktan plotted with the other future Piraka to overthrow the Shadowed One. Excluding Avak, they stormed the fortress, slipping past the guard and infiltrating it. They attempted to find their way to the Shadowed One's chamber, but were instead confronted by Darkness, who revealed that the Shadowed One was aware of their plan. Eventually they were herded into the chamber, and confronted by their leader. In an attempt to execute Zaktan for their betrayal, the Shadowed One assaulted him with his disintegrating eyebeams, but Zaktan's body instead dissolved into millions of Protodites. The Shadowed One, surprised as the rest, let them live, with Zaktan's mutated state serving as a reminder.

Zaktan continued to carry out missions for the Dark Hunters, including one which brought him into a conflict with an unnamed Toa of Plasma on an island to the south of the Southern Continent. When the battle was finished, all that could be seen of the Toa were parts of Kanohi, his armor, and a mysterious liquid.

During the Dark Hunter/Brotherhood of Makuta War, Zaktan, along with a small contingent of Hunters (including Reidak and Thok) were assigned to guard an old Brotherhood fortress which had since been captured by the Dark Hunters. After meeting with his informant, Roodaka, Zaktan decided to search through the fortress again, stumbling upon a room where the leader of the Brotherhood, Teridax, had sketched out his master plan. The secret lair revealed to Zaktan all of the plans that had been conceived of when Teridax began his plot against Mata Nui. This revelation left Zaktan with an extensive knowledge of what has happened in the Matoran Universe and what will transpire. The fortress was soon recaptured by Brotherhood forces, with Zaktan, Thok, and Reidak making a timely escape.

Personality: Brilliant and ruthless, Zaktan was the strangest and most mysterious Piraka, feared by his own companions. He was very intelligent, but also very distant, seeming not to understand the drives and needs of the Matoran, and not caring. Dishonest, secretive, and sadistic, he was hated and feared by all the other Piraka for his bizarre nature and his constant manipulation.

[color=rgb(0,0,0);][font="helvetica, sans-serif;"]Skills/Strengths:[/color][/font][color=rgb(0,0,0);][font="helvetica, sans-serif;"] Zaktan is very intelligent and sadistic. He won't hesitate to betray or killWeaknesses: Zaktan is hated by other skakdi and is very distant at times. [/color][/font]

0

"EXTERMINATE"-Dalek #1 to #3458271

If you have a self MOC you would like me to build just PM me and I'll make it as long as I have the pieces.

[color=#a9a9a9;][font="helvetica, sans-serif;"]Kanohi:[/color][font="helvetica, sans-serif;"] The Kakama, but in the shape of the Hau.[/font][/font]

[color=#a9a9a9;][font="helvetica, sans-serif;"]Other Powers:[/color][font="helvetica, sans-serif;"] Has the ability to manipulate ice, but at a limited use[/font]. And something similar to [/font][color=#a9a9a9;]this[/color][color=#a9a9a9;]. Also it can only go short distances before recharging.[/color]

[color=#a9a9a9;][font="helvetica, sans-serif;"]Appearance:[/color][/font][font="helvetica, sans-serif;"][color=#a9a9a9;] [/color][color=#a9a9a9;]Yep.[/color][color=#a9a9a9;]Equipment: Refer to the image above. He also has (not really visible because of the angle of the photo) a lighter sword strapped to his back.Biography: A former Toa who abandoned his comrades and duty to pursue a life of pondering and wandering. He is desperately searching for his former identity before he became a Toa when he was a Matoran.[/color][/font][color=#a9a9a9;] Many brand him as a traitor.[font="helvetica, sans-serif;"]Personality: A simple being who acts not much like a Toa, but will drop his facade to a more ruthless one [/color]if he is every forced to.[/font]

[color=#a9a9a9;][font="helvetica, sans-serif;"]Skills/Strengths:[/color][font="helvetica, sans-serif;"] His agility and speed makes up for his lack of brute strength.Weaknesses: What's the opposite of cold? [/font][/font]

[font="helvetica, sans-serif;"][color=#000000;]Appearance:[/color][/font][font="helvetica, sans-serif;"][color=#000000;] Skald is tall and muscled, with black and white armour. His armour and kanohi show the scars of many battles, both of Skald’s kanohi are white. Skald has icy blue eyes, his primary mask, although a mask of emulation, is shaped like a noble Matutu.[/color][/font]

[font="helvetica, sans-serif;"][color=#000000;][font="helvetica, sans-serif;"]Equipment:[/color][/font] Skald carries with him a large round shield, a shortsword, a tall walking staff and a heavy axe.[/font]

[font="helvetica, sans-serif;"][font="helvetica, sans-serif;"]Biography:[/font][/font] Skald comes from a small village on the Northern Continent. He became a Toa under unknown circumstances. After becoming a Toa he adventured throughout much of the Northern Continent, becoming well known as a wandering warrior. Skald became known under the title “The White Wanderer” because of his armour and his nomadic lifestyle. At one point during his travels he was approached by an envoy from Metru Nui who told him of the Dark Hunter crisis, after some thought Skald decided to journey to Metru Nui.

[font="helvetica, sans-serif;"]Personality:[/font] Skald is quiet and only speaks when he has something meaningful to say, he is gruff and not afraid to state his opinion. Skald has a wayfaring spirit and does not like to stay in any one place for too long. He has little respect for figures of authority unless they prove themselves worthy of his respect.

[font="helvetica, sans-serif;"][color=#000000;]Skills/Strengths:[/color][/font][font="helvetica, sans-serif;"][color=#000000;] Skald is an expert warrior, his skills were honed through years of practice. Skald has been a Toa for a long time and has become an expert at use of his mask, he also has incredible endurance and is a fair tracker.[/color][/font]

[font="helvetica, sans-serif;"][color=#000000;][font="helvetica, sans-serif;"]Weaknesses:[/color][/font] Being a Toa of ice, Skald is vulnerable to heat. Skald also has not been giving himself time to rest since he came to Metru Nui as he is devoting all his time and energy to the war effort. [/font]

Appearance: Zorvon is a stocky, large and visibly elding Toa of Plasma. His armor (colored the usual white and orange), though still functional, already has numerous scratches and missing pieces, as results of his millennial experience as a Toa. He’s foregone the replacement of his armor mainly because of a sense of nostalgia. He walks with a steady and distinguished gait, revealing to those who see him that here is a Toa who’s weathered some of the worst the universe can throw at him.

Equipment: Zorvon’s main weapon is his original Toa Tool; a double-edged, medium-length sword dubbed the “Nova Blade”. He’s also proficient in the use of a Kanoka Launcher. Usually he relies on freeze disks, to provide a contrast to his own powers.

Biography: Zorvon has been around for approximately 70,000 years, and has been a Toa for 25,000 of those. He originally lived as a weakened Matoran on the Southern Continent, Struggling to get by in the harsh day-to-day life in this unforgiving and barren place. He received his Toa Stone after helping a Toa defeat a pair of Dark Hunters, although the Toa died just after.

Zorvon took the opportunity to better the lives of people on the Southern Continent: an ungrateful and unsatisfying duty that took more than its toll in the idealistic young Su-Toa. Still, he pressed on, and learned a lot about the ways of the wicked inhabitants of the Matoran Universe. He has tangled with Dark Hunters before, among multiple other monstrosities that can be found on the Southern Continent. When Naho recruited Toa to Metru Nui, Zorvon was quick to offer his help.

Personality: Zorvon is a no-nonsense, practical and very astute Toa. He will come off as if he’s always carrying a “professional” attitude with him wherever he goes. He’s not much of a talker, preferring to let his actions speak for him. He’s also pretty inconsiderate when it comes to a Dark Hunter’s fate. He will not kill them, but won’t have any qualms about afflicting some serious injuries.

Skills: Zorvon has a lot of experience with his element and with his weapons. He’s a veteran in every sense of the word. He’s observant and good at improvisation. He’s tough and doesn’t go down easily, and is good at catching on to an opponent’s fighting style and matching it.

Weaknesses: Zorvon is starting to get old, and is also a bit of a loner and not very accustomed to working as part of a team. Despite his long experience, he retains an “act first, ask questions later” attitude. Also, being a Toa of Plasma, he's less accustomed to cold, although not as much as a Fire Elemental would be.

Equipment: Damaracx carries two large weapon that is has a blade as tall as he is, the width is the width of his body. It is shaped like a giant sword with a three bladed scythe on each side. He has given them two appellations: one he has kept to himself and the other is Artificial Toa. He refers to them as the latter because of their limited artificial elemental abilities. Because of their size they have a device that drastically decreases the amount they way. He also has added something that allows them to superheat so if they come in contact with the ground the ground will simply melt. He is currently working on a function that allows him to control the state of matter the blade is in to reform into a new shape using nano-bots he has stored inside, basically; remote-controlled liquid-metal. No one has ever witnessed Damaracx using the twain simultaneously.

Personality: Damaracx is one of those individuals that you can’t be sure what he’ll do next. Simply said; he’s unpredictable. Damaracx is slightly eccentric in his own way, which causes him to think outside of what most people would consider orthodox. He is interested in most branches in science so he spent a lot of spare-time research and studying. He also has a habit of being underestimated due to his goofy nature, of course he does this on purpose to deceive others around him when he is really more calm cool, and collective than he’s lead you on to conceive, however at heart he really is just goofy. He’s often jokes around and is quite easy-going most-likely because he had already planned how this event would occur and has already thought up appropriate measures to acquaint them. He is a brilliant strategist and tactical planner so much that he does spend a lot of time thinking, in fact; he often thinks excessively. Most of the time when he is deep in thought he will start pacing around constantly walking in circles. He often refers to himself as a mad scientist.

Skills/Strengths: Damaracx is a brilliant scientist and strategist. The branches of science he is best at anything that includes robotics and psychology. He’s practically a genius. Damaracx is also more athletic them he lets most people know this is because he prefers to solve conundrums through intellect rather than metal ability, though he doesn’t have stunning physical ability it is slightly above average. Damaracx has also trained himself to dodge rapid projectiles by concentrating on the trajectory and timing of the weapon. He also is excels at using his element, able to perform feats most toa psionics would find difficult. Damaracx is extremely confident of something he will probably use that idea, of course this occurs at a solemn rate so he usually never is this decisive. He has also trained himself to fight well without using his elemental abilities which is useful he is depleted of elemental energy.

Weaknesses: Damaracx often thinks too much which causes him to think about situation more than actually physically completing it. When there is certain work he simply can’t stand he’ll probably procrastinate the work extensively. Damaracx can also be indecisive which causes him to think through the right answer extensively, especially when lives are at risk. He is also lacks confidence and faith is ability. Due to his intellect he often thinks that most questions that he solves should’ve been obvious from the even if they are extremely enigmatic. Like all toa of psionics Damaracx in unable to absorb psionic energy.

Biography: Damaracx was once a solo, traveling toa. He dedicated a large portion of his travels to experimentation and observation collecting knowledge where ever he could find.

I'll need to know more about this Artificial Toa. And the other one for that matter. Could you describe exactly what they do?

They only can perform the abilities I listed above.

" device that drastically decreases the amount they way. He also has added something that allows them to super-heat so if they come in contact with the ground the ground will simply melt. He is currently working on a function that allows him to control the state of matter the blade is in to reform into a new shape using nano-bots he has stored inside, basically; remote-controlled liquid-metal."

Other Powers: Tazorax has three powers: power over fire (can only be used when working with another Skakdi or when channeled through a special weapon), heat vision, and extreme fire resistance

Equipment: A large katana he uses to channel his abilities over fire (Very big and flashy, his usual) and a fire-resistant scarf.

Appearance: Tazorax’s face resembles that of Hakann with a spine slug resembling Zaktan’s. Tazorax is tall for a skakdi he has clawed feet and shoulder armor that says “The Combustor” in Voya-Nui matoran letters with a fire emblem underneath the appellation. His color-scheme is red and dark orange. He also wears a scarf that is never seen off of him.

Personality: Tazorax definitely differentiates from what most would think as a ‘Dark Hunter’. Tazorax has a rather stubborn sense of justice. Unlike most skakdi he isn't a brute. Tazorax is rather intelligent for a skakdi focusing on mental discipline so he doesn't turn up like the rest of Spiriah’s experiments. He is quick tempered while simultaneously being collective and strategic. Tazorax is a bit of show off when uses his element; he’ll even go out of his way to make the explosion bigger and more dramatic than it should be, basically overkill to the max. Tazorax also enjoys looking at an object or individual then snapping his fingers and exclaiming “COMBUST” and while doing so, delivering that evil grin you usually get when a skakdi is about to nuke you. If someone takes his scarf or even jokes about ripping it off his neck he will get extremely offended which often turns into extreme anger and because nobody wants to be spontaneously combusted they usually leave it alone. He tends to be defiant towards the Dark Hunter’s orders, in fact he’s only here because of her…

Skills/Strengths: Tazorax is an excellent swords man and quite intellectual. His stubbornness of sticking with morals allows him to be less gullible when acquainted with more manipulative Dark Hunters. His extreme fire resistance makes his practically invincible to toa of fire and is able to resist a good portion of elements whose attacks are heat based, he’s even been known to set himself on fire to intimidate his opponents. He is known for creative uses of his element most of which is either exceptionally creative or flashy and usually make ‘big booms’ as he would say.

Weaknesses: Tazorax’s extreme resistance against fire came with a price; he’s almost always cold even in weather most people would consider warm, his only way to combat this is by setting himself on fire to keep warm, and meeting a toa of ice? He doesn't even want to think about an event in which that would transpire; because of this he tends to avoid missions to Ko-Metru at all possible cost. Tazorax's defiance has caused him to accumulated many enemies through out the Dark Hunter's ranks. If he loses his weapon he loses his ability to channel his elemental power without the use of another skakdi.

Biography: Tazorax once lived peacefully on the island of Zackaz with his love however, after Spiriah’s experiments his love was murdered by another skakdi. The sight of her corpse has fueled his infinite vengeance for years. His only memory of her is the scarf that she made for him knowing his lack of resistance to frigid environments which he now wears always. Tazorax joined the Dark Hunters hoping to gain experience and possibly find the murderer.

Powers: Crewo has the power to morph himself into a sentient mass of black crystal shards. In this form, he's essentially a living cloud of razor-sharp crystals. His weapons and equipment morph with him. Crewo uses this power very sparingly, however, as he possesses a sense of "Warrior's Honor" in which the greatest show of skill is to defeat your opponent in a purely physical showdown.

Appearance: Every inch of Crewo's body is covered in smooth, jet black armor. His eyes and heartlight are a bright yellow. He has a very tall and athletic physique, clearly as someone in excellent shape. He's very muscular, and has some clear battle scars on his armor and mask.

Equipment: Crewo's primary weapon is his bionic Earth Claw, which he wields in lieu of his left arm. This claw has multiple modes that Crewo has adapted to combat situations; Drill, Jackhammer, Shield, etc. The claw is also extremely strong, allowing him to lift and throw large objects and deliver powerful blows.

Biography:Crewo is a former Gladiator from Stelt, where he was one of their best fighters, always drawing crowds and always raking in large sums with his honorable showmanship. He became a Dark Hunter after earning his freedom with the aid of one, thereby pledging his allegiance to the organization (a ploy by the Shadowed One).

Personality: Crewo lives and dies by his Honor Code, which includes such rules as being true to one's word, never striking a foe from behind, or to tell a lie. Fortunately for the Hunters; Killing, Torture and Wanton Destruction is still considered A-Okay, so Crewo has his fair share of uses.

In light of the fact that the phrase "if you can't say anthing nice, don't say antyhing at all" holds great meaning to Crewo, and the fact that he never lies, he's a very quiet and stoic character.

He's very obedient (within the boundaries of his code), and never gives up on an assignment. He's also not too concerned with enforcing his honor code onto others, he's just worried about upholding it himself, so if his partner decides to stab someone in the back, Crewo won't even blink.

Skills/Strengths: Crewo is a fighter, through and through. He's got great strength and durability, but also has the mind to match, he's good at improvization and short-term planning. A quick thinker and fast learner, he's great at coping with adversity and adapting in the middle of a fight.

Weaknesses: Crewo is a terrifying tank, he takes a blow, he doesn't dodge it. When in his normal form he's an easy target to hit and not very hard to outmaneuver. Obviously his crystalline form is much better at this, but he very rarely ever uses it, as mentioned above. He also doesn't have the head for long-term planning.

His extreme fire resistance makes his practically invisible to toa of fire.

I think you meant invincible? Fire resistance doesn't mean they can't see you. Fix the typo and he's good to go.

GAH, stupid spell-check and I guess me....must have spelled it incorrectly and then hit invisible on spell-check....how did I spell invincible wrong anyway? Oh, now I remember; I was up late working on that profile.

I think I'll adapt one of my character archetypes to this here RPG, the "Ba-Toa Disk Maker" archetype that is.

Name: Helios

Gender: Male

Species: Toa

Faction: Mangai Nui

Element:Gravity

Kanohi: Hau (Primary), Kualsi (Secondary)

Appearance: Helios is a very lean and thin Toa, and although he may not look it, he's actually rather strong, though he sacrifices speed as a result. This Ba-Toa's eyes (and heartlight) have a faint, red glow to them, and as they peer through his mask, they will usually appear to contain a lot of curiosity and bravery. He’s somewhat unusually colored for a Toa of Gravity, with black being his primary color accompanied by golden colored armor and Kanohi. His Hau is in a similar shape and color to that of Toa Lhikan’s Hau.

Equipment: Helios' primary weapon is his Kanoka Blade, forged by the Turaga of his village (a former Nynrah Ghost) upon his ascension to deputy of his Toa team. The blade is imbued with the power of teleportation, this allows Helios to teleport away whatever the blade touches, like for example an enemy’s weapon. Like other Kanoka blades, Helios’ blade contains a lightstone in the pommel that lights up whenever it’s in use. This particular lightstone is purple, as a reflection of Helios’ element.

Helios also carries a Kanoka Disk Launcher. He's especially fond of Ga-Metru Disks, due their ability to change direction in mid-air in accordance with his instructions. He doesn't really rely on a particular disk power, instead he uses a healthy mix of all of them. His perfectionist attitude makes him stick to the higher-end disks (level 6 and up).

Helios also has an attachable Akaku-style eyepiece that he uses while working with throwing disks or for general vision enhancement.

Biography: Originally from the Northern Continent, Helios’ life up until now has been fairly standard. As a Matoran he worked as a Kanoka Disk Maker, supplying them to guards and Mask Makers throughout the continent. He became a Toa in a pretty standard way, discovering that he was “destined” to follow in the footsteps of earlier Toa, and being awarded a Toa Stone. That was about 3,000 years ago, so Helios has seen his fair share of battles. When Naho called for Toa to aid in the defense of Metru Nui, his team chose him to go as their representative.

Personality: Helios is a very polite Toa, always with a smile and a helping hand ready, and is also very courageous and curios. He has the foresight to think before acting, and will usually prefer to have some sort of plan. He’s got a strong sense of responsibility and duty, and will gladly come to the aid of anyone who needs it. He’s also rather philosophical, contemplating the ways of the universe while perched on top of a knowledge tower.

Helios is also a very hard worker and a bit of a perfectionist when it comes to his craft. Only the best is good enough. He can also become pretty eccentric when it comes to the production and usage of Kanoka Disks.

Skills/Strengths: Helios is a very capable wielder of both his weapons and his element, thanks to his considerable experience. He is also pretty agile and surprisingly strong for a Toa of his stature, and also sports admirable stamina.

Helios is also skilled in the use of Kanoka Disks, and uses them regularly in his battle against the Dark Hunters. He's a pretty good shot, and can throw his disks manually in lieu of a disk launcher. As a result of this, he's also good with his hands, and has good hand-to-eye coordination. He still maintains his skills with making Kanoka disks as well.

Weaknesses: Helios is rather lacking in durability, and as such he tends to rely too heavily on his Hau for protection.

He’s also not very accustomed to dealing with such cunning foes as the Dark Hunters, since the Northern Continent was primarily under threat from Rahi. Granted, he has defeated Dark Hunters before, but considering how diverse the group is, this is hardly anything to brag about. He’s also somewhat lacking in speed.

Additionally, his perfectionist attitude usually means that he won't have as many Kanoka on hand as some others, but he sort of makes up for this with his great accuracy and dexterity.

Appearance: Spellbinder is extremely frail, almost fragile looking. Slender, bony limbs accompany a willowy frame and a height a head above most other Toa. She has the regular color scheme of a Toa of Psionics, with a navy blue on her limbs and torso, as well as her Kanohi. Her armor is a sort of dull golden color bordering on copper. Her eyes are distant, pondering, as if she’s never completely aware of what’s happening around her.

Equipment: Spellbinder wields no weapons, relying on her extremely honed elemental powers as the only weapon she’ll need.

Biography: Originally from the Tren Krom Peninsula, Spellbinder has had to fight for everything she has. In a place where Toa struck from the shadows or didn’t strike at all, Spellbinder quickly went numb to the pleas of the Matoran she was sworn to protect, and to the Toa Code. Some say she went insane, but this has never been confirmed, as everyone who claims such have died under mysterious circumstances. She eventually stopped serving the Matoran and went to find her own fortune, eventually battling and killing a Vortixx Dark Hunter. She was approached by the Dark Hunters with an offer to join the organization, and she gladly accepted.

She quickly established a reputation for being “completely off her rocker” among the hunters, a reputation that wasn’t completely unfounded, although the specific details are no longer known.

Personality: Conniving, honey-tongued and definitely not quite right in the head, Spellbinder is really only kept around because she’s so effective. When she is given a mission, she gets the job done no matter what. She’s ruthless and ambitious, always up for a chance to gain more influence among the hunters. She knows her place, however, and is careful not to scheme too openly.

Strengths: Spellbinder is an elemental specialist, her skill on the psychic plane nearly unmatched. Illusions, Telekinesis, Mind Control, Psionic Force, she does it all masterfully and with pinpoint expertise. She can throw multiple enemies across the room with little effort, or restrain them with bonds of psionic energy, make them hallucinate, extract the most sensitive of information and defend against the strongest of attacks. She is very intelligent and calculating, able to quickly formulate a tactic to counter her opponent’s.

Weaknesses: As a response to her intense elemental conditioning, her body and muscles have nearly atrophied beyond usability. She is weak, quickly taken down by strong physical force, and is also mute, only communicating telepathically now. Her senses have also dulled; she experiences the world around her almost entirely on the psychic plane. She is quick to underestimate her opponents, which can leave her vulnerable.

Appearance: Vorsch is average height for a Toa, with the gold and blue armour that is customary of Ce-Toa. His two masks are both the same blue as his armour. Vorsch has yellow eyes, his armour is impeccably clean at all times.

Equipment:
His main weapon, a long staff.
A backpack that contains multiple maps of the city and armour polish.

Biography: Vorsch was originally a Ce-Matoran in the Tren-Krom peninsula on the northern continent, he was transformed into a Toa under unknown circumstances during the Time-Slip. After that he traveled to the Southern Continent and had multiple adventures there. During this time he became an aquaintance of a Toa of ice known as "The White Wanderer".
After traveling for some time he was summoned to Metru-Nui to aid in the war effort with his considerable strategic skills.

Personality: At first glance Vorsch would seem to be arrogant and generally abrasive, this would be a reasonably correct asessment. Vorsch does tend to be arrogant and holds to the saying "It's not bragging if it's true". Sometimes this correct as Vorsch is a strategic prodigy, because of this he holds the position of one of the Mangai Nui's main strategists.

Skills/Strengths: As said above, Vorsch is an excellent strategist. Other than that he is a competent warrior and is experienced in the use of his elemental power.

Weaknesses: Vorsch's arrogance means that he can be baited or taunted easily. He is also not infallible, though it would take a powerful mind to best him in wits. He is also very prideful and that could be used against him.